;
;
;Ulitimate Civ II - Civilopedia Descriptions Text File -- Copyright (c) 1997 MicroProse Software, Inc. 
;
;This file contains the descriptions of all the Civilization Advances, City Improvements, Wonders of
;the World, Units, and Game Concepts displayed in the Civilopedia. It is designed to be adaptable to
;conform to customized scenarios by the replacing existing text with scenario-specific text.
;
;PLEASE MAKE A COPY OF THE ORIGINAL TEXT FILE BEFORE YOU MAKE ANY CHANGES!
;
;
;

@ADVANCE_DESCRIPTIONS
;
;Translation Note: This section consists (verbatim) of the following files from the original Civilopedia, ;strung together to make one contiguous section: ADVANC1.PDE, ADVANC2.PDE, ADVANC3.PDE,
;and ADVANC4.PDE. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@ADVANCE_INDEX
0,			; Advanced Flight - Western Legion
1,			; Alphabet - Legion Recruiting
2,			; Amphibious Warfare - Paynim Riders
3,			; Astronomy - Paynim Recruiting
4,			; Atomic Theory - Fishermen
5,			; Automobile - EMPTY
6,			; Banking - Perrenlanders
7,			; Bridge Building - FINGOLFIN
8,			; Bronze Working - Perrenl. recruit.
9,			; Ceremonial Burial - Clerics of Pelor
10,			; Chemistry - Military Training
11,			; Chivalry - Siege Warfare
12,			; Code of Laws - Catapult
13,			; Combined Arms - Granary
14,			; Combustion - Land Grant
15,			; Communism - Suloise Gov.
16,			; Computers - Emissaries
17,			; Conscription - Suel Tech 0
18,			; Construction - Fortress
19,			; The Corporation - Marketplace
20,			; Currency - Trading Post
21,			; Democracy - Wild Coast
22,			; Economics - SULOISE
23,			; Electricity - KOBOLDS
24,			; Electronics - Entish Support
25,			; Engineering - Miko
26,			; Environmentalism - White Dragon
27,			; Espionage - Frisco
28,			; Explosives - Eitocloc
29,			; Feudalism - Wizard Apprentice
30,			; Flight - Young Wizard
31,			; Fundamentalism - POMARJ
32,			; Fusion Power - Baronial Justice
33,			; Genetic Engineering - Urnst Instructors
34,			; Guerrilla Warfare - Humanoid Guerrilla
35,			; Gunpowder - DESCRIPTION
36,			; Horseback Riding - Pomarj Exploration
37,			; Industrialization - EMPTY
38,			; Invention - Twisted Forest
39,			; Iron Working - Forest History
40,			; Labor Union - Arcane Lore
41,			; The Laser - Horn Retrieval
42,			; Leadership - Strange Dreams
43,			; Literacy - Arepo Oligarchy
44,			; Machine Tools - Orcish Aggression
45,			; Magnetism - Continent Crossing
46,			; Map Making - Gates of Hell
47,			; Masonry - Messenger to Ulek
48,			; Mass Production - Ulek Naval Support
49,			; Mathematics - Ulek Merchant Ship
50,			; Medicine - Ulek Warship
51,			; Metallurgy - Urnst Scouts
52,			; Miniaturization - Dragon Eggs
53,			; Mobile Warfare - EMPTY
54,			; Monarchy - Pomarj Barony
55,			; Monotheism - Church of Pelor
56,			; Mysticism - EMPTY
57,			; Navigation - Wenta Clerics 
58,			; Nuclear Fission - Wyvern
59,			; Nuclear Power - EMPTY
60,			; Philosophy - HIDDEN TECH.
61,			; Physics - Dwarves
62,			; Plastics - Dw. Ironsmith
63,			; Plumbing - Dwarven Ties
64,			; Polytheism - Dwarven Miners
65,			; Pottery - Dw. Reinforcements
66,			; Radio - EMPTY 
67,			; Railroad - EMPTY 
68,			; Recycling - Moon Keep Mines
69,			; Refining - Mercenaries
70,			; Refrigeration - Suel War
71,			; The Republic - EMPTY
72,			; Robotics - Humanoid Dissent
73,			; Rocketry - Kobold Contact
74,			; Sanitation - Kobold Alliance
75,			; Seafaring - Kobold Weapons
76,			; Space Flight - Copper Dragon
77,			; Stealth - Wild Coast Envoys
78,			; Steam Engine - Wild Coast Families
79,			; Steel - Far Land Envoys
80,			; Superconductor - Far Land Families
81,			; Tactics - Kobold Bowmen
82,			; Theology - EMPTY
83,			; Theory of Gravity - Legion Reinf.
84,			; Trade - Mercantilism
85,			; University - Urnst Reinf.
86,			; Warrior Code - Urnst Rangers
87,			; The Wheel - Urnst Pioneers
88,			; Writing - Legion Settlement
89,			; Future Technology - Foreign Embassy
90,			; User Def Tech A - Dw. Deep Mines
91,			; User Def Tech B - Addox Clerics
92,			; User Def Tech C - Ranger Recce
93,			; Extra Advance 1 - Suss Forest
94,			; Extra Advance 2 - Centaurs
95,			; Extra Advance 3 - Ents
96,			; Extra Advance 4 - Centaurs Reinf.
97,			; Extra Advance 5 - Rock to Mud
98,			; Extra Advance 6 - Paynim Reinf.
99,			; Extra Advance 7 - Perrenland Reinf.
-2,			; MUST BE HERE! TERMINATOR!

@@Advanced Flight ; Western Legion
A few years ago, Fingolfin and Oberon met exiles from the old Duchy of Rhagarron, now part of the Alarian Kingdom. Once the core of their country's military force, the Rhagarron legionnaires decided to come and help the freedom fighters, willing to settle in the peninsula after its conquest.   
**************
The discovery of the Western Legion tech creates 1 Legion unit in Blue.
 
@@Alphabet ; Legion Recruiting
Emissaries are sent to the West to try to recruit the last remnants of the destroyed Rhagarron militaries.

@@Amphibious Warfare ; Paynim Riders
The plains of the Paynims are inhabited by nomadic Baklunish tribes. Some of the fierce Paynim riders are willing to join Fingolfin because he was a friend of Ynkhan, son of their old Khan! Ynkhan died while adventuring 2 years ago, and his soul now possesses the battle-axe of Jan Thorsen who is part of the liberation army.
**************
The discovery of the Paynim Riders tech creates 1 Paynim Riders unit on the Wild Coast.

@@Astronomy ; Paynim Recruiting
Emissaries are sent to the plains far to the North to try to recruit more of the fierce Paynim riders.

@@Atomic Theory ; Fishermen
A few fishermen families from the Wild Coast come to settle on the shores of the Pomarj peninsula.

@@Automobile ; EMPTY

@@Banking ; Perrenlanders
The Concatenated Cantons of Perrenland are well known for their chief export: well-trained mercenary bands. As Wilfried is a former mercenary from Perrenland, he can easily recruit fellow countrymen to help in the conquest. 
**************
The discovery of the Perrenlanders tech creates 1 Halberdier unit in Blue.

@@Bridge Building ; FINGOLFIN

@@Bronze Working ; Perrenl. recruit.
Emissaries are sent to Perrenland far to the North to try to recruit more of the Perrenlander mercenaries.

@@Ceremonial Burial ; Clerics of Pelor
Among the troops attempting the reconquest of the Pomarj stands a long time friend of the adventurers: Grinenlo, cleric of Pelor! This true-hearted and brave man has been the support of Fingolfin and the others on many adventures, healing them and giving them courage in moments of distress...
Grinenlo has risen in the hierarchy of the priests of Pelor; so much so that his fame is now enough to attract young clerics willing to establish a parish in the newly won settlements!

@@Chemistry ; Military Training
Former soldiers organize the training of the recruits, so that they can have some more experience before confronting the dreaded humanoids, and have a slightly better chance of survival...

@@Chivalry ; Siege Warfare 
Fighting foes entrenched behind fortifications requires skill! The military advisers from Urnst can teach the art of siege warfare!

@@Code of Laws ; Catapult
To defeat the toughest strongholds of the humanoids, siege engines are needed! The military engineers from Urnst are able to build mighty catapults to reduce city walls to rubble.

@@Combined Arms ; Granary
To help survive the harsh winters of the peninsula, good storage facilities are needed so that food can be gathered and stored for everybody. 

@@Combustion ; Land Grant
To allow the settlements to grow, more immigrants are needed. So Fingolfin sends emissaries to announce that land is given to those willing to settle in the peninsula.

@@Communism ; Suloise Gov.

@@Computers ; Emissaries
Once the first villages are settled, emissaries can be sent to foreign countries to gather resources, troops or information.

@@Conscription ; Suel Tech 0

@@Construction ; Fortress

@@Corporation ; Marketplace
Once the first villages are settled, the marketplace soon becomes the centre of trade at which all the necessary goods can be bought or sold.

@@Currency ; Trading Post
Once the settlements get bigger and the exploitation of local resources gets better, merchants arrive and establish trading posts at which more goods can be traded.

@@The Democracy ; Wild Coast

@@Economics ; SULOISE

@@Electricity ; KOBOLDS

@@Electronics ; Entish Support
The Ents can't tolerate the orcish infamies in the Sss forest any longer! More and more of them come to help in the fight against the hated humanoids!

@@Engineering ; Miko
A few years ago, the mage Oberon den Nerath took home 3 White Dragons eggs (after having burned their mother). Once they had hatched, he raised the 3 young ones, accelerating the ageing process a little with the help of powerful Haste spells. Miko is one of the 3 young White Dragons.
**************
The discovery of the Miko tech creates 1 White Dragon unit in Blue.

@@Environmentalism ; White Dragon
A few years ago, the mage Oberon den Nerath took home 3 White Dragons eggs (after having burned their mother). Once they had hatched, he raised the 3 young ones, accelerating the ageing process a little with the help of powerful Haste spells. The first of them, Lusso, came to Pomarj with Oberon; the second, Miko, arrived thereafter; Oberon now decided to send for the third, Frisco.

@@Espionage ; Frisco
A few years ago, the mage Oberon den Nerath took home 3 White Dragons eggs (after having burned their mother). Once they had hatched, he raised the 3 young ones, accelerating the ageing process a little with the help of powerful Haste spells. Frisco is one of the 3 young White Dragons.
**************
The discovery of the Frisco tech creates 1 White Dragon unit in Blue.

@@Explosives ; Eitocloc
Eitocloc, the younger cousin of the great Copper Dragon Clonoc, arrives to join the freedom fighters.
**************
The discovery of the Eitocloc tech creates 1 Copper Dragon unit in Blue.

@@Feudalism ; Wizard Apprentice
Oberon's reputation as a powerful mage attracts young magic-users willing to learn under such a respected Master. The first of these apprentices has just arrived in Blue, untrained but eager to learn...
**************
The discovery of the Wizard Apprentice tech creates 1 Mage unit in Blue.

@@Flight ; Young Wizard
Oberon's reputation as a powerful mage attracts young magic-users willing to learn under such a respected Master. A new young wizard just arrived in Blue to learn and practice under Oberon's supervision.
**************
The discovery of the Young Wizard tech creates 1 Mage unit in Blue.

@@Fundamentalism ; POMARJ

@@Fusion Power ; Baronial Justice
As the Barony expands, it becomes increasingly difficult for Fingolfin to maintain control over the more distant regions of Pomarj. It soon becomes necessary to find a way to enforce  the laws that govern social interaction. Fingolfin decides to appoint Sheriffs to reduce crime, and thereby keep the local population productive.

@@Genetic Engineering ; Urnst Instructors
Karll of Urnst sends specialists to form Pioneers units in Pomarj.

@@Guerrilla Warfare ; Humanoid Guerrilla

@@Gunpowder ; DESCRIPTION

@@Horseback Riding ; Pomarj Exploration
Fingolfin sends rangers and other scouts to explore the Pomarj Peninsula! They bring back many informations about the lay of the land and the location of humanoid settlements. 

@@Industrialization ; EMPTY

@@Invention ; Twisted Forest
Scouts have reported the presence of a weird place to the south-west of Moon Keep. The Twisted Forest is no forest at all, but rather a collection of stony pillars; these pitted gray shapes have as much the aspect of humanoid shapes as of trees. They are scattered over the hillside meadows like so many leafless olives, but it would be difficult to mistake them for vegetation. 
They range in size from that of a very small goblin to that of a very large 
Ogre, but their twisted upper extensions are as suggestive of upraised arms 
as of branches. They have an unwholesome and unnerving aspect. The 
patterns on the trunks are suggestive of tormented faces, and it is notable 
that despite their great age they don't bear the abundant mosses, lichens, 
and birds' nests that the outcrops of native rocks display in such 
abundance!

@@Iron Working ; Forest History
Deep research into magical libraries has revealed some of the Twisted Forest mysteries. At the time of the Invoked Devastation, after the end of the terrible Suel-Baklunish wars, centuries ago, a band of Suloise fled their devastated country.
This particularly wicked clan crossed part of the continent, pillaging and slaughtering as they went. Upon arriving in the Pomarj peninsula, they perpetrated their most hateful deed to date, fully annihilating a peaceful Flan tribe. Their behaviour was so evil that it attracted the attention of the Flan gods who decided to punish them, turning them into still living and feeling pillars of stone for eternity...

@@Labor Union ; Arcane Lore
When the Humanoids invaded the peninsula 30 years ago, an army was assembled to stop the evil horde once and for all. Though heavily outnumbered by their foes, the Last Stand Army was a foe to be reckoned with, as it was composed of a few hundred sturdy dwarves, hundreds of fantassins from the various nobles from Pomarj, and above all the elite troops the Knights of Ulek were able to muster!
The Last Stand Army was tricked into sheltering between the pillars of the Twisted Forest where they awaited their enmies.
The night before the battle was a night of treason, and the army was mysteriously transformed into more pillars of stone, thus marking the triumph of the Humanoids. It has been told that this infamy was perpetrated by blowing a mysterious horn...

@@The Laser ; Horn Retrieval
Further studies have revealed that Iuz was involved in the treason of the Last Stand Army: he was the one who provided the horn and gave it its nightmarish power.
Hoping that the horn could be used to dissipate what it had done, Fingolfin sent a band of adventurers into the land of Iuz to retrieve the artefact.
The adventurers barely succeded, and after many tribulations they have just brought the horn to Blue, where it is now ready to be tried against the Twisted Forest!
**************
The discovery of the Horn Retrieval tech creates 1 Horn of Iuz unit in Blue.

@@Leadership ; Strange Dreams
In the last weeks, Wilfried has been experiencing strange dreams. They all take place in the same area, a small rural realm surrounded by forests and inhabitated by humans who are calling him the Guide and seem to rely on him to protect them from some foe... These dreams are precise like no others, and seem so real that they leave a strong impression on awakening...

@@Literacy ; Arepo Oligarchy
Night aftr night, Wilfried barely has the time to fall asleep before he is transported to the land that has been plaguing his dreams. The realm is called Arepo and people seem to recognize in him a war leader foretold by some prophecy as the Guide.
In his dreams, Wilfried soon takes place into the Arepo Oligarchy and is put in charge of part of the military!

@@Machine Tools ; Orcish Agression
The identity of the Oligarchys foes is soon made clear to Wilfried: the mountains to the west of the country literally swarm with orcs which have now banded to launch a massive attack on the minimal defenses of Arepo!
As there is no chance to withstand the attack, Wilfried organizes a fighting retreat while the population is assembled on barges to cross the forests on the east flowing river.
The withdrawal is successful enough to allow most of the civilians to escape the humanoid threat, but the casualties are heavy and many soldiers didnt make it far enough to board the fleeing barges...

@@Magnetism ; Continent Crossing
After a few weeks of following the river and leaving the orcs behind, the barges at last reach the ocean! Some cautious scouting allows a pirate settlement to be discovered. A raid on the port is launched and the pirate ships are stolen with the help of freed slaves. Using the maps found onboard, the flotilla sails east and at last reaches the coast of Zeif!
Skillful negotiation, and the extensive use of the pirates' treasure allow wagons to be bought and free passage to be negotiated with all the countries so that half the continent can be crossed!
The dreams plaguing Wilfried seem to have been more than mere dreams, as now all that is left of the Arepo population is on the Wild Coast, ready to embark for Pomarj!
**************
The discovery of the Continent Crossing tech creates a few Refugees and some military units near Elredd.

@@Map Making ; Gates of Hell

@@Masonry ; Messenger to Ulek
Soon after having established a beachhead in Pomarj again, Fingolfin sends a messenger to the Prince Olinstaad Corond of Ulek, nominal suzerain of the peninsula. Fingolfin asks for support and the right to claim Pomarj as his own!

@@Mass Production ; Ulek Naval Support
A treaty of naval assistance has been signed with Ulek! From now on, naval units can be built in the peninsula, with help from Ulek's naval engineers!

@@Mathematics ; Ulek Merchant Ship
Ulek has sent a Merchant ship to help the freedom fighters on the Pomarj peninsula.
**************
The discovery of the Ulek Merchant Ship tech creates 1 Merchant ship at sea south of Pomarj.

@@Medicine ; Ulek Warship
Ulek has sent a Warship to help the freedom fighters on the Pomarj peninsula.
**************
The discovery of the Ulek Warship tech creates 1 Warship at sea south of Pomarj.

@@Metallurgy ; Urnst Scouts
Karll of Urnst sends specialists to form Ranger units in Pomarj.

@@Miniaturization ; Dragon Eggs
Copper Dragon eggs have been retrieved from an humanoid temple where the evil priests wanted to corrupt them to create new monsters! From now on, more Copper Dragons are willing to come to the rescue of those who saved their hatchlings!

@@Mobile Warfare ; EMPTY

@@The Monarchy ; Pomarj Barony
Fingolfin pleads his allegiance to the Prince of Ulek and is elevated to Baron Fingolfin of the Pomarj!

@@Monotheism ; Church of Pelor
Grinenlo has now reached the exalted rank of Bishop of Pomarj and is now allowed to build true churches and to nominate priests to convert the citizens!

@@Mysticism ; EMPTY

@@Navigation ; Wenta Clerics
Among the refugees from Arepo are a few clerics of Wenta: the Goddess of Autumn, Harvest and the West Wind! 

@@Nuclear Fission ; Wyvern

@@Nuclear Power ; EMPTY

@@Philosophy ; HIDDEN TECH.

@@Physics ; Dwarves
Among the former inhabitants of the peninsula were a few dwarven families. Some of them died during the conquests, and other fled to other countries. Now, the time has come to regain what was lost, or to claim what belonged to the family!
Sturdy, heavily weaponed and armoured Dwarves are starting to come to settle in the peninsula...
**************
The discovery of the Dwarves tech creates 1 Dwarf unit in Blue.

@@Plastics ; Dw. Ironsmith
As the rumours about all the riches to be found on the peninsula start to spread, more dwarves come to Pomarj, not only to fight, but also some to settle as blacksmiths and armourers.

@@Plumbing ; Dwarven Ties
Seeing how difficult the situation in Pomarj is, the first dwarves who arrive call upon their relatives for help!

@@Polytheism ; Dwarven Miners
Hoping to be able to profit from the rich metal and gem deposits on the peninsula, dwarven miners leave Ulek for Blue.

@@Pottery ; Dw. Reinforcements
Called by their relatives already in the area, more dwarven fighters come to help in the fight!
**************
The discovery of the Dw. Reinforcements tech creates 1 Dwarf unit in Blue.

@@Radio ; EMPTY

@@Railroad ; EMPTY

@@Recycling ; Moon Keep Mines
Dwarven miners reopen the Gem mines near Moon Keep. Incredible riches start to pour from there... This will provide much-needed financial support to the newly freed Baronny!
**************
The discovery of the Moon Keep Mines tech changes the Gem Vein terrain near Moon Keep to Huge Gems.

@@Refining ; Mercenaries
The troops on the peninsula are not sufficient to defend the ever growing settlements! Once the locals start producing goods that the merchants can sell, mercenaries can be recruited on the wild Coast!

@@Refrigeration ; Suel War

@@The Republic ; EMPTY

@@Robotics ; Humanoid Dissent

@@Rocketry ; Kobold Contact
Emissaries are sent to the Kobolds to try to find an agreement with them. The dog-headed little warriors are quite willing to talk about fighting the Humanoids!

@@Sanitation ; Kobold Alliance
An Alliance has been signed with the Kobolds: they declare war on the Humanoids and attack them at once!

@@Seafaring ; Kobold Weapons
The Kobolds don't lack courage, but they are neither big nor numerous. Better weapons could make them more useful allies! Fingolfin's rangers teach the kobolds how to use and make bows! From now on, the Kobolds can build Kobold Bowmen units!

@@Space Flight ; Copper Dragon
Clonoc, the great Copper Dragon, sends for his younger cousin, Eitocloc, hoping he will join the fray

@@Stealth ; Wild Coast Envoys
Emissaries are sent to the Wild Coast, looking for families willing to settle in Pomarj!

@@Steam Engine ; Wild Coast Families
Families from the Wild Coast willing to settle on the peninsula have gathered near Elredd and are ready to embark!
**************
The discovery of the Wild Coast Families tech creates 1 Refugee unit on the Wild Coast.

@@Steel ; Far Land Envoys
Emissaries are sent to foreign countries, looking for families willing to settle in Pomarj!

@@Superconductor ; Far Land Families
Families from foreign countries willing to settle on the peninsula have gathered near Elredd and are ready to embark!
**************
The discovery of the Far Land Families tech creates 1 Refugee unit on the Wild Coast.

@@Tactics ; Kobold Bowmen

@@Theology ; EMPTY

@@Theory of Gravity ; Legion Reinf.
The last Rhagarron legionnaires have decided to come and help the freedom fighters, willing to settle in the peninsula after its conquest.   
**************
The discovery of the Legion Reinf. tech creates 1 Legion unit on the Wild Coast.

@@Trade ; Mercantilism
Once a few settlements are established, the first merchants start visiting Pomarj, looking for goods that could be sold abroad for profit...

@@The University ; Urnst Reinf.
Emissaries are sent to the Duke Karll of Urnst asking for more support in the fight against the hated humanoids...

@@Warrior Code ; Urnst Rangers
Duke Karll of Urnst has sent more Rangers to help in scouting the peninsula!
**************
The discovery of the Urnst Rangers tech creates 1 Ranger unit in Blue.

@@Wheel ; Urnst Pioneers
Duke Karll of Urnst has sent more Pioneers to help in the war!
**************
The discovery of the Urnst Pioneers tech creates 1 Pioneer unit in Blue.

@@Writing ; Legion Settlement
Allowing the former legionnaries to settle in Pomarj attracts many cohorts who will fight to defend their new land!

@@Future Technology ; Foreign Embassy
As time goes on, Fingolfin tries to establish embassies with other countries in the hope they might be willing to provide some support... (Replaces Future Technology)

@@User Def Tech A ; Dw. Deep Mines
The Dwarven miners start to exploit the deepest and richest mineral deposits from the hills! Huge amount of iron and other metals are retrieved and put to good use to help the reconstruction of the peninsula!

@@User Def Tech B ; Addox Clerics
Once a minor clergy dedicated to a relatively insignificant god in a land far to the west, the cult of Addox thrived after the death of the its barbarian hero Kerdall and his public ascension to Heaven! The High Priest Lohengrin made good use of his charisma to make many converts, while in the background the cults clerics dedicated their attention to money-making and developed into an occult power, taking "responsibility" for the management of many a nobleman's fortune!

@@User Def Tech C ; Ranger Recce
The Pomarj was until now mostly unmapped, and the humanoid settlements were quite unknown! So Fingolfin decided to send his faithful Rangers to explore the land and bring back maps and information that could greatly help in the struggle against the humanoids!

@@Extra Advance 1 ; Suss Forest
To the west of Pomarj lies the great Suss forest. This huge sylvan realm is home to many creatures, ranging from kobolds to gnolls, and including sylvan elves and centaurs too.
Fingolfin has sent emissaries to establish contact and try to find some help among the forest denizens...

@@Extra Advance 2 ; Centaurs
Fingolfins emissaries have signed an alliance with a Centaurs tribe! The warriors have agreed to provide some help by attacking the western humanoids!
**************
The discovery of the Centaurs tech creates 2 Centaurs to the west of Pomarj.

@@Extra Advance 3 ; Ents
Fingolfins emissaries have found even more helpful allies: the ents from the eastern part of the Suss forest have agreed to come to Fingolfins help!
**************
The discovery of the Ents tech creates 2 Ents to the west of Pomarj.

@@Extra Advance 4 ; Centaurs Reinf.
More Centaurs have come to join in the fight against the hated humanoids!
**************
The discovery of the Centaurs Reinf. tech creates 2 Centaurs to the west of Pomarj.

@@Extra Advance 5 ; Rock to Mud
Research in magical libraries have allowed the discovery of the optimal solution against the Stone Dam: a magical scroll that will turn the stone to mere mud...
**************
The discovery of the Rock to Mud tech creates 1 Rock to Mud scroll in Blue.

@@Extra Advance 6 ; Paynim Reinf.
More Paynim riders are willing to join the friends of the late Ynkhan.
**************
The discovery of the Paynim Reinf. tech creates 1 Paynim Riders unit on the Wild-Coast.

@@Extra Advance 7 ; Perrenland Reinf.
More mercenaries from Perrenland are recruited.
**************
The discovery of the Perrenland Reinf. tech creates 1 Halberdier unit on the Wild-Coast.


@IMPROVEMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the IMPROV.PDE text file in the original
;Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Palace will be the 16'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@IMPROVEMENT_INDEX
-1,			; Nothing
15,			; Palace - Council Room
2,			; Barracks - Training Grounds
8,			; Granary
22,			; Temple- Shrine of Pelor
12,			; MarketPlace
10,			; Library - Emissaries
6,			; Courthouse - Sheriff
4,			; City Walls - Fortifications
0,			; Aqueduct - Land Grant
1,			; Bank - Trading Post
3,			; Cathedral - Church of Pelor
23,			; University - NONE
13,			; Mass Transit (NO)
5,			; Colosseum - Temple of Kord
7,			; Factory - Dw. Forge
11,			; Manufacturing Plant - NONE
18,			; SDI Defense (NO)
17,			; Recycling Center (NO)
16,			; Power Plant - NONE
9,			; Hydro Plant (NO)
14,			; Nuclear Plant (NO)
34,			; Stock Exchange - NONE
32,			; Sewer System - NONE
35,			; Supermarket - NONE
36,			; Superhighways - NONE
30,			; Research Lab - NONE
31,			; SAM Missile Battery - Underground fortress
26,			; Coastal Fortress (NO)
33,			; Solar Plant (NO)
37,			; Harbor - Fishing Harbor
27,			; Offshore Platform - NONE
24,			; Airport (NO) 
28,			; Police Station - NONE
29,			; Port Facility (NO)
21,			; SS Structural (NO)
19,			; SS Component (NO)
20,			; SS Module (NO)
25,			; (Capitalization) - (Foreign Support)
-2,			; MUST BE HERE! TERMINATOR!

@@Aqueduct ; Land Grant
To allow the village to grow, more immigrants are needed! To encourage people to come and settle in Pomarj, gving land to those willing to come is the best solution! (Replaces Aqueduct)

@@Bank ; Trading Post
Once the settlements get bigger and the exploitation of local resources is managed better, merchants arrive and establish trading posts at which more goods can be traded. (Replaces Bank)

@@Barracks ; Training Grounds
Former soldiers organize the training of the recruits, so that they can have some more experience before confronting the dreaded humanoids, and have a slightly better chance of survival... (Replaces Barracks)

@@Cathedral ; Church of Pelor
Grinenlo has now reached the exalted rank of Bishop of Pomarj and is now allowed to build true churches and to nominate priests to convert the citizens! (Replaces Cathedral)

@@City Walls ; Fortifications
Building wooden palisades or even stone walls around the settlements allows for a much better defence against the humanoids.(Replaces City Walls)

@@Colosseum ; Temple of Kord
(Replaces Colosseum)

@@Courthouse ; Sheriff
Fingolfin appoints Sheriffs to enforce the law! They deliver swift and sometimes harsh justice, but are necessary to keep the peace and of course collect the taxes...

@@Factory ; Dw. Forge
As the rumours about all the riches to be found on the peninsula start to spread, more dwarves come to Pomarj, not only to fight but to settle as blacksmiths and armourers too. (Replaces Factory) 

@@Granary
Cities need a way to keep the food supply stable throughout all four seasons. To do so, the citizens had to come up with a way to store seasonal crops for later use. The Granary is designed for the storage and protection of surplus food. Food storage technology means that a smaller percentage of the population could produce and store enough food for everyone, allowing the remainder to pursue other jobs and activities.

@@Hydro Plant ; NO

@@Library ; Emissaries
Once the first villages are settled, emissaries can be sent to foreign countries to gather ressources, troops or informations. (Replaces Library)

@@Manufacturing Plant ; NO

@@Marketplace
As cities grow and prosper, trade between the farmers, artisans, and craftsmen who live in the vicinity contributes to the economic health of the city. The best way for conducting trade within the city is to have a central location, or marketplace, where the people offering goods and services, or seeking them, can meet and conduct business. As a city's marketplaces grow larger and more active, the economic vitality of the city grows as well.

@@Mass Transit ; NO

@@Nuclear Power Plant ; NO
 
@@Palace ; Council Room
(Replaces Palace)

@@Power Plant ; NO

@@Recycling Center ; NO

@@SDI Defense ; NO

@@Spaceship Component ; NO

@@Spaceship Module ; NO

@@Spaceship Structural ; NO

@@Temple ; Shrine of Pelor
Among the troops attempting the reconquest of the Pomarj stands a long time friend of the adventurers: Grinenlo, cleric of Pelor! This true-hearted and brave man has been the support of Fingolfin and the others on many adventures, healing them and giving them courage in moments of distress...
Grinenlo has risen in the hierarchy of the priests of Pelor, so much so that his fame is now enough to attract young clerics willing to establish a parish in the newly won settlements! (Replaces Temple) 

@@University ; NO

@@Airport ; NO

@@Capitalization ; Foreign Support
(Replaces Capitalization)

@@Coastal Fortress ; NO

@@Offshore Platform ; NO

@@Police Stations ; NO

@@Port Facilities; NO

@@Research Lab ; NO

@@SAM Missile Battery ; Underground fortress
(Replaces SAM Missile Battery)

@@Sewer System ; NO

@@Solar Power Plant ; NO

@@Stock Exchange ; NO

@@Supermarket ; NO

@@Superhighway ; NO

@@Harbor ; Fishing Harbor
Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship. In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters ships from waves and high winds. 

@WONDER_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the WONDER.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry, but adjusted by NUM_IMPROVEMENTS.
; For example, Adam Smith's Trading Co. will be the 0'th (remember,
; the list is zero based)(INDEX - NUM_INPROVEMENTS) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@WONDER_INDEX
21,			; Pyramids - NONE
9,			; Hanging Gardens - NONE
2,			; Colossus - Wild Coast Traders
15,			; Lighthouse - NONE
7,			; Great Library - NONE
20,			; Oracle - NONE
8,			; Great Wall - NONE
25,			; Sun Tzu's War Academy - Humanoid Warriors
13,			; King Richard's Crusade - Earthblood Monopoly
18,			; Marco Polo's Embassy - NONE
19,			; Michelangelo's Chapel - NONE
3,			; Copernicus' Observatory - NONE
16,			; Magellan's Expedition - Temple of Wenta
23,			; Shakespeare's Theatre - Free City of Elredd
14,			; Leonardo's Workshop - NONE
12,			; J. S. Bach's Cathedral - NONE
11,			; Isaac Newton's College - NONE
0,			; Adam Smith's Trading Co. - Addox Management
5,			; Darwin's Voyage - NONE
24,			; Statue of Liberty - NONE
6,			; Eiffel Tower - NONE
27,			; Women's Suffrage - NONE
10,			; Hoover Dam - Dwarven Deep Mines
17,			; Manhattan Project - NONE
26,			; United Nations - NONE
1,			; Apollo Program - Ranger Reconnaissance
22,			; SETI Program - NONE
4,			; Cure for Cancer - NONE
-2,			; MUST BE HERE! TERMINATOR!

@@Adam Smith's Trading Co. ; Addox Management
Once a minor clergy dedicated to a relatively insignificant god in a land far to the west, the cult of Addox thrived after the death of the its barbarian hero Kerdall and his public ascension to Heaven! The High Priest Lohengrin made good use of his charisma to make many converts, while in the background the cults clerics dedicated their attention to money-making and developed into an occult power, taking into their hands the "responsibility" for many a nobleman's fortune!(Replaces Adam Smith's Trading Co.)

@@Apollo Program ; Ranger Reconnaissance
The Pomarj was up to now mostly unmapped and the humanoid settlements were quite unknown! So Fingolfin decided to send his faithful Rangers to explore the land and bring back maps and information that could greatly help in the struggle against the humanoids! The Ranger Reconnaissance Wonder will reveal the whole map!
(Replaces Apollo Program)

@@Colossus ; Wild Coast Traders
(Replaces Colossus)

@@Copernicus' Observatory ; NOT

@@Cure for Cancer ; NOT

@@Darwin's Voyage ; NOT

@@Eiffel Tower ; NOT

@@Great Library ;NOT

@@Great Wall ; NOT

@@Hanging Gardens ; NOT

@@Hoover Dam ; Dwarven Deep Mines
The Dwarven miners start to exploit the deepest and richest mineral deposits from the hills! Huge amount of iron and other metals are retrieved and put to good use to help the reconstruction of the peninsula!
(Replaces Hoover Dam) 

@@Isaac Newton's College ; NOT

@@J.S. Bach's Cathedral ;NOT

@@King Richard's Crusade ;  Earthblood Monopoly
(Replaces King Richard's Crusade)  

@@Leonardo's Workshop ; NOT

@@Lighthouse ; NOT

@@Magellan's Expedition ; Temple of Wenta
The clerics of Wenta build a Temple to the glory of their Goddess! In that place, their prayers rise to the sky, trying to obtain not only a plentiful harvest but also good winds to speed maritime travel! (Replaces Magellan)

@@Manhattan Project ; NOT

@@Marco Polo's Embassy ; NOT

@@Michelangelo's Chapel ; NOT

@@Oracle ; NOT

@@Pyramids ; NOT

@@SETI Program ; NOT

@@Shakespeare's Theatre ; Free City of Elredd
(Replaces Shakespeare's Theatre)

@@Statue of Liberty ; NOT

@@Sun Tzu's War Academy ; Humanoid Warriors
(Replaces Sun Tzu's War Academy)

@@United Nations ; NOT

@@Women's Suffrage ; NOT


@UNIT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the UNITS.PDE and UNITS2.PDE text ;files in the original Civilopedia, strung together to make one contiguous section. (French and German ;versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@UNIT_INDEX
49,			; Settlers - Refugees
21,			; Engineers - Pioneers
43,			; Warriors - Militia
46,			; Phalanx - Ranger
2,			; Archers - Footmen
33,			; Legion - Undead
47,			; Pikemen - Mercenaries
36,			; Musketeers - Ogre
23,			; Fanatics - Orc Raiders
45,			; Partisans - Gnolls
1,			; Alpine Troops - Turrosh Mak
48,			; Riflemen - Giant
34,			; Marines - Warg Riders
44,			; Paratroopers - Orc chieftain
35,			; Mech. Inf. - Orcs
29,			; Horsemen - Cavalry
13,			; Chariot - Paynim Riders
20,			; Elephant - Finvil
14,			; Crusaders - Evil Cavalry
32,			; Knights - Knights
19,			; Dragoons - Elven Archers
12,			; Cavalry - Elven Cavalry
3,			; Armor - Suel Warriors
11,			; Catapult - Catapult
7,			; Cannon - Oberon
4,			; Artillery - Mage
30,			; Howitzer - Suel Sorcerer
24,			; Fighter - Warship
6,			; Bomber - Pirate Ship
28,			; Helicopter - Pirates
39,			; Stlth Ftr. - Legion
38,			; Stlth Bmbr. - Halberdiers
42,			; Trireme - Red Dragon
9,			; Caravel - White Dragon
27,			; Galleon - Merchant Ship
26,			; Frigate - Copper Dragon
31,			; Ironclad - Wyvern
17,			; Destroyer - Twisted For.
16,			; Cruiser - Stone Dam
0,			; AEGIS Cruiser - Demon
5,			; Battleship - Bandits
40,			; Submarine - Archers
10,			; Carrier - Urnst Footmen
41,			; Transport - Gnoll Lair
15,			; Cruise Msl. - Horn of Iuz
37,			; Nuclear Msl. - Dwarves
18,			; Diplomat - Gnoll Lair 2
50,			; Spy - Ogre Lair
8,			; Caravan - Merchant
25,			; Freight - Impassable
22,			; Explorer - Evil Guard
51,			; Extra Land - Wilfried
52,			; Extra Ship - Suel Noble
53,			; Extra Air - Adventurer
54,			; Test Unit 1 - Ent
55,			; Test Unit 2 - Centaur
56,			; Test Unit 3 - Rock to Mud
57,			; Test Unit 4 - Kobolds
58,			; Test Unit 5 - Kobold Bow
59,			; Test Unit 6 - Fingolfin
60,			; Test Unit 7 - Urnst Crossb.
61,			; Test Unit 8 - Crossbow
-2,			; MUST BE HERE! TERMINATOR!

@@AEGIS Cruiser ; Demon
Demons are creatures from the Abyss. They are evil and chaotic! The Humanoids can summon some of them to their help. Should they manage to open Gates linking Pomarj and the Abyss, then the Demons would prove a major threat for the whole world...

@@Alpine Troops ; Turrosh Mak
Turrosh Mak is a Cambion, the son of a male Demon and a human female. He rules Pomarj from Stoneheim with a fist of steel.

@@Archers ; Footmen
The Footmen are the human warriors from Pomarj who were petrified during the humanoid onslaught decades ago.

@@Armor ; Suel Warriors
Centuries ago, a wicked clan of Suloise fleeing the destruction of the Suelite empire crossed the continent with success in all their evil ventures until they slaughtered a band of innocent Flan tribesmen. They thus brought on themselves a most terrible curse from the Flannish gods and were turned into "pillars of tortured stone for all the world to see".
The Suel Warriors form the bulk of the Suloise clan and are dangerous foes. 

@@Artillery ; Mage
Oberon's reputation as a powerful mage can attract young magic-users willing to learn under such a respected Master. The Mage units represent those young wizards who will no doubt find many opportunities to practice their newly-learned spells...

@@Battleship ; Bandits
Not all humans fled Pomarj when the humanoids conquered the peninsula: pirates, bandits and evil men of all kinds remained to serve their new masters.
Bandits can be found all over Pomarj, and they can suddenly appear in many places. They have many lairs from where they make their raids, but those can easily be identified. A thorough watch is the best way to end the bandits' threat.

@@Bomber ; Pirate Ship
Not all humans fled Pomarj when the humanoids conquered the peninsula: pirates, bandits and evil men of all kinds remained to serve their new masters.
The numerous Pirate Ships plying the waters around the peninsula are manned by such wicked fellows.

@@Cannon ; Oberon
Elegant and quiet-looking, Oberon Den Nerath doesnt reveal at once what he really is: only his robe and carved staff betray the powerful mage hiding behind the seductive features 

Coming from one of the greatest cities on Oerth, Laelith, Oberon is the descendant of a long line of wizards. After long studies in the Arcane Arts, he started some practical work (i.e. adventuring) during which he met his firm friends Finvil, Fingolfin and Wilfried. 

Oberon is a married man who likes his comfort, and he is known for sometimes teleporting back home for the evening in the middle of an adventure, leaving his friends for the night (and coming back on the next day to learn under what kind of attacks they have been in the mean time).

Despite this, Oberon is a really gifted and courageous mage, and his wide array of mighty spells have often saved the day in the past, and could well prove decisive again in the future

@@Caravan ; Merchant
Once a semblance of order has been restored in parts of Pomarj, some of their natural resources can be exploited and traded to foreign cities on the Wild Coast, providing funds for future conquests.
The Merchants will load the goods in Pomarj and deliver them to their destination city.

@@Caravel ; White Dragon
A few years ago, the mage Oberon den Nerath took home 3 White Dragons eggs (after having burned their mother). Once they had hatched, he raised the 3 young ones, accelerating the aging process a little bit with the help of Haste spells. The 3 young dragons, Miko, Frisco and Lusso are sometimes unpredictable, but always loyal to Oberon.

@@Carrier ; Urnst Footmen
The numerous travels of the adventurer group brought them to the Duchy of Urnst where they where able to help the local ruler, a Ranger more used to the woods than to the courtiers trying to manipulate him. They unmasked some traitors and befriended Karll of Urnst. Obsessed with fighting the humanoids, the Duke of Urnst provides strong military assistance to Finfolfin in his fight.

@@Catapult ; Catapult
A Catapult is a large mechanical arm that can propel heavy stones from a great distance, battering down walls and inflicting damage on buildings and defenders. Though cumbersome and nearly useless on the battlefield, the catapult is an effective weapon for attacking cities and fortified enemies.

@@Cavalry ; Elven Cavalry
The Elven Cavalry is the young retinue of Finvil de Hyarmenor. These untrained elvish knights and squires could make a formidable opponent once they have learned the difference between Tourney and War, and between Theory and Reality...

@@Chariot ; Paynim Riders
Coming from the Dry Steppes far to the north west, the Paynim riders form a swift and merciless light cavalry. They come to Pomarj not only for the true pleasure of slaughtering humanoids, but mainly because Jan Thorsen, friend of Fingolfin, is the current wielder of the intelligent battle-axe that embodies the soul of Ynkhan, son of their tribe leader.

@@Crusaders ; Evil Cavalry
Not all humans fled Pomarj when the humanoids conquered the peninsula: pirates, bandits and evil men of all kinds remained to serve their new masters.
The Evil Cavalry is an elite force of such men whose loyalty has been bought by Turrosh Mak.

@@Cruise Missile ; Horn of Iuz
An old horn of bone and steel, covered with mystic runes, the Horn of Iuz reeks of magic and evil.
This unit MUST BE USED ONLY AGAINST THE TWISTED FOREST.
Using it against any other unit would be cheating!

@@Cruiser ; Stone Dam
The Stone Dam protects the valley of the Ogres from flooding. If a way can be found to weaken the Dam sufficiently, the waters of the lake will probably flood the valley and drown all its denizens...
USE ROCK TO MUD AGAINST THE STONE DAM

@@Destroyer ; Twisted For.
The Twisted Forest is no forest at all, but rather a collection of stony pillars: these pitted gray shapes have as much the aspect of humanoid shapes as of trees. They are scattered over the hillside meadows like so many leafless olives, but it would be difficult to mistake them for vegetation. They range in size from that of a very small goblin to that of a very large Ogre, and their twisted upper extensions are as suggestive of upraised arms as of branches. They have overall an unwholesome and unnerving aspect. The patterns on the trunks are suggestive of tormented faces, and it is notable that despite their great age they don't bear the abundant mosses, lichens, and birds' nests that the local outcrops of native rocks display in such abundance!
USE HORN OF IUZ AGAINST THE TWISTED FOREST

@@Diplomat ; Gnoll Lair 2
The Gnolls of the Pomarj dwell in deep lairs under the hills. As long as the lairs are not destroyed, more gnolls will come out of them to raid and slaughter the humans...

@@Dragoons ; Elven Archers
When coming to the help of his friend Fingolfin, Finvil de Hyarmenor brought with him a band of highly trained elvish archers. These marksmen will probably be the doom of numerous humanoids...

@@Elephant ; Finvil
Tall, blond, encased in a glittering steel armour, Finvil de Hyarmenor is an elven Cavalier (and yes, he insists that a Cavalier is so much more than a mere knight). Despite his arrogance and ideas of racial superiority, he is a deadly foe to be reckoned with. Immensely strong and blessed with an incredible stamina, he is highly proficient with his longsword, wears a full set of plate armour and rides like a centaur.

He is an old friend of Fingolfin and shares something of his destiny, as his family has been thrown out of the Cimbrail valley by dark elves. Finvil intends to reconquer his ancestral home one day, and that is why he is assembling elven troops and using the Pomarj war opportunity to train them while helping Fingolfin.

Finvil's main failure is his utter imperviousness to humour

@@Engineers ; Pioneers
The numerous travels of the adventurer group brought them to the Duchy of Urnst where they where able to help the local ruler: a Ranger more used to the woods than to the courtiers trying to manipulate him. They unmasked some traitors and befriended Karll of Urnst. Obsessed with fighting the humanoids, the Duke of Urnst provides strong military assistance to help Finfolfin in his fight. 
The Pioneers are the military engineers provided by Karll of Urnst to help Fingolfin in his fight against the humanoids. They are not too bad on defense, but their main strength is in the fast building of infrastructure (roads, mines or fortresses).

@@Explorer ; Evil Guard
Not all humans fled Pomarj when the humanoids conquered the peninsula: pirates, bandits and evil men of all kinds remained to serve their new masters.
The Evil Guard is an elite force of such men whose loyalty has been bought by Turrosh Mak.

@@Fanatics; Orc Raiders
Orcs are the most common humanoids in Pomarj. Ugly, dirty and cruel, they like nothing more than looting and killing.
The Orcs Raiders are the trained warriors usually carrying out raids on villages and cities.

@@Fighter ; Warship
The Warship is a seaworthy vessel carrying fighting men, 2 ballistas and a catapult. They can carry a land unit, but their main mission is the protection of the defenceless Merchant Ship. They can take on a Pirate Ship on their own, but beware of surprise attacks...

@@Freight ; Impassable
The Impassable unit is invincible, so don't spend time attacking it! It's just there to prevent units going where they are not supposed to go... 

@@Frigate ; Copper Dragon
Clonoc, the great Copper Dragon, befriended Fingolfin and Oberon a few years ago when they freed him from demonic possession. The big Copper Dragon then swore to come to their help when they needed him, which he just did! Clonoc has a young cousin, Eitocloc, who he is trying to convince to join the fray

@@Galleon ; Merchant Ship
This defenceless unit can carry troops and goods across the sea. Against a Pirate Ship, the only wise action is flight...

@@Helicopter ; Pirates
Not all humans fled Pomarj when the humanoids conquered the peninsula: pirates, bandits and evil men of all kinds remained to serve their new masters.
The Pirates manning the numerous Pirate Ships plying the waters around the peninsula are yet another example of these wicked fellows.

@@Horsemen ; Cavalry
When the humanoids invaded the Pomarj peninsula, the 3 Ulek states (Principality, Duchy and County) sent their renowned military orders to help in the fight. The Knights of Ulek landed in Blue and joined the remnants of the local military forces in the hills, close to the meadow of the Twisted Forest, to make a last stand against the humanoid masses. 
Sadly, the order of the day was treason: through cruel magic means and the use of a horn provided by Iuz the Old himself, the mighty army was turned into an extension of the Twisted Forest, and nobody was left to oppose the evil horde...
That day ended the might of the Ulek military orders, as over 90% of their men were present on the battlefield. What remains of the once-noble Orders barely holds a few castles in the Ulek states nowadays.
The Cavalry units represent the numerous sergeants and squires of the military orders.

@@Howitzer ; Suel Sorcerer
Centuries ago, a wicked clan of Suloise fleeing the destruction of the Suelite empire crossed the continent with success in all their evil ventures until they slaughtered a band of innocent Flan tribesmen. They thus brought on themselves a most terrible curse from the Flannish gods and were turned into "pillars of tortured stone for all the world to see".
The Suel Sorcerers are even more wicked than the rest of the Suloise clan; they are learned, cruel and very powerful magic-users. 

@@Ironclad ; Wyvern
The Wyvern is a flying creature distantly related to dragons. They tend to inhabit places favored by dragons, although without the dragons present: tangled forests, great caverns and the like. They lack their distant cousins' intelligence, but are very aggressive and really dangerous.

@@Knights ; Knights
When the humanoids invaded the Pomarj peninsula, the 3 Ulek states (Principality, Duchy and County) sent their reknowned military orders to help in the fight. The Knights of Ulek landed in Blue and joined the remnants of the local military forces in the hills, close to the meadow of the Twisted Forest, to make a last stand against the humanoid masses. 
Sadly, the order of the day was treason: through cruel magic means and the use of a horn provided by Iuz the Old himself, the mighty army was turned into an extension of the Twisted Forest, and nobody was left to oppose the evil horde...
That day ended the might of the Ulek military orders, as over 90% of their men were present on the battlefield. What remains of the once-noble Orders barely holds a few castles in the Ulek states nowadays.
The Knights units represent the Knights of Ulek themselves.

@@Legion ; Undead
Once the Gates linking Pomarj and the Abyss are opened, hordes of Undead will swarm over the Peninsula... These skeleton warriors are fearful foes as they don't know fear or pain...

@@Marines ; Warg Riders
Orcs are the most common humanoids in Pomarj. Ugly, dirty and cruel, they like nothing more than looting and killing.
The Warg Raiders are the orcish cavalry: trained warriors mounted on huge wolves.

@@Mechanized Infantry ; Orcs
Orcs are the most common humanoids in Pomarj. Ugly, dirty and cruel, they like nothing more than looting and killing.
The Orcs are the common warriors, mostly defending the villages, but sometimes taking part in raids.

@@Musketeers ; Ogre
The Ogres are huge, ugly-tempered humanoids. They are voracious and fond of treasures and so serve as mercenaries in the ranks of the humanoids troops. 
Destroying their lairs seems the only way to remove the threat of these powerful monsters...

@@Nuclear Missile ; Dwarves
Many dwarves lived in Pomarj before the humanoid onslaught. Excellent miners, they are also sturdy fighters and their stubborness and stamina makes them a good defensive unit.

@@Stealth Bomber ; Halberdiers
The Halberdier unit represents the mercenaries from Perrenland recruited by Wilfried, as well as the infantry from Arepo that he might lead later on.

@@Stealth Fighter ; Legion
The Legion unit represents highly disciplined mercenaries from the far west coming to fight and settle in Pomarj.

@@Submarine ; Archers
When the humanoids invaded the Pomarj peninsula, the 3 Ulek states (Principality, Duchy and County) sent their reknowned military orders to help in the fight. The Knights of Ulek landed in Blue and joined the remnants of the local military forces in the hills, close to the meadow of the Twisted Forest, to make a last stand against the humanoid masses. 
Sadly, the order of the day was treason: through cruel magic means and the use of a horn provided by Iuz the Old himself, the mighty army was turned into an extension of the Twisted Forest, and nobody was left to oppose the evil horde...
That day ended the might of the Ulek military orders, as over 90% of their men were present on the battlefield. What remains of the once-noble Orders barely holds a few castles in the Ulek states nowadays.
The Archers units represent the numerous bowmen of the military orders providing support to the cavalry.

@@Transport ; Gnoll Lair
The Gnolls of the Pomarj dwell in deep lairs under the hills. As long as the lairs are not destroyed, more gnolls will come out of them to raid and slaughter the humans...

@@Trireme ; Red Dragon
Pomarj is home to a few Red Dragons. This huge monsters are cunning, evil and incredibly powerful! Only the strongest heroes have a chance to survive an encounter with one of them! Most fortunately, sightings are rare...

@@Warriors ; Militia
Any settlement can equip and train its inhabitants to defend their home. The weak Militia units represents those civilians, who have close to no chance against trained professionals or strong monsters...

@@Paratroopers ; Orc chieftain
Orcs are the most common humanoids in Pomarj. Ugly, dirty and cruel, they like nothing more than looting and killing.
The Orc Chieftain rule the tribes and lead the raids.

@@Partisans ; Gnolls
More disciplined than most humanoids, and bigger than the orcs, the Gnolls act as shock troops! 

@@Phalanx ; Ranger
The Ranger units represent the scouts provided by Karll of Urnst, or young members of the families who fled Pomarj, trained by Fingolfin.
They are almost useless in a fight but very useful to scout and map the land, and prepare the advance of the heavier troops.

@@Pikemen ; Mercenaries
Once the peninsula economy is back on track, Mercenaries can be recruited from foreign lands to help defend the settlements. As they won't take any risks, they are quite useless on attack but can provide some support on defence.

@@Riflemen ; Giant
The Pomarj peninsula is home to a few clans of Giants. These powerful and huge humanoids can wreak havoc among troops and even a strong defender behind fortifications isn't immune to their thrown rocks! 
They are not really common as they have only a few villages in the peninsula.

@@Settlers ; Refugees
The Refugees units represent the numerous families searching for a place to settle. As time passes, they might be the original people of Pomarj (who fled 30 years ago) and their children, families from the Wild Coast looking for a new home or the exiled people from Arepo.

@@Spy ; Ogre Lair
The Ogres of Pomarj dwell in deep lairs in a valley between the mountains. As long as the lairs are not destroyed, more Ogres will come out of them to raid and slaughter the humans...

@@Extra Land ; Wilfried
Mail clad, short-haired and grim-looking, Wilfried von Waldstdten really looks like the mercenary he once was! As so many of his fellow countrymen from Perrenland, he spent most of his youth selling his sword to the various landlords of the countries neighbouring the Concatenated Cantons of Perrenland, until he met Oberon, Finvil and Fingolfin with whom he started a much more profitable career: adventuring!

Wilfried is the ultimate mercenary: tough, disciplined and true to his word, he is nearly unstoppable when swinging his two-handed sword and he's only starting to realize that he is also a natural leader of men.

@@Extra Ship ; Suel Noble
Centuries ago, a wicked clan of Suloise fleeing the destruction of the Suelite empire crossed the continent with success in all their evil ventures until they slaughtered a band of innocent Flan tribesmen. They thus brought on themselves a most terrible curse from the Flannish gods and were turned into "pillars of tortured stone for all the world to see".
The Suel Noble are the leaders of the Suloise clan; they are cruel and very powerful warriors. 

@@Extra Air ; Adventurer
From abroad, Pomarj will be seen as a land of opportunity for the young, and unexperienced adventurers sometimes arrive in Blue. They come to seek fortune and glory, but most usually find a speedy death instead...

@@Test Unit 1 ; Ent
The powerful Ents of the Suss forest might be convinced to join the fight against the hated orcs. They are slow to anger, but once roused very little can stand on their way...

@@Test Unit 2 ; Centaur
The centaurs of the Suss forest might be convinced to join the fight against the hated humanoids who sometimes raid their forest. Though usually shy and avoiding contact with foreigners, the Centaurs are very good fighters and can easily hold their own against the orcs.

@@Test Unit 3 ; Rock to Mud
The repertoire of magic spells is nearly infinite. This spell turn the targeted rock into mud.
This unit MUST BE USED ONLY AGAINST THE STONE DAM.
Using it against any other unit would be cheating!

@@Test Unit 4 ; Kobolds
The Kobolds are small, forest-dwelling humanoids. They are not allied with the other humanoid tribes and won't join them for the fight, unless provoked.
They are quite weak and would need some significant help to be able to fight better.

@@Test Unit 5 ; Kobold Bow
The Kobolds are small, forest-dwelling humanoids. They are not allied with the other humanoid tribes and won't join them for the fight, unless provoked.
Once armed with bows, the Kobolds should be able to be more than just a nuisance...

@@Test Unit 6 ; Fingolfin
Fingolfin Arjuna is the Ranger currently leading the Pomarj invasion force. His family had to flee the Peninsula when he was a small child 30 years ago. He spent his youth training as a Ranger and fighting the humanoids everywhere on Oerth. He met Wilfried, Oberon and Finvil a few years ago and shared many adventures with them.

Now the time has come for his greatest adventure: the reconquest of Pomarj! To this end, friends and loyal troops have been assembled, support from neighbouring countries has been found and his army is now ready to launch the assault on Blue!

Fingolfin is an implacable tracker, an untiring runner, and an excellent swordsman, but above all a true master of Archery!

@@Test Unit 7 ; Urnst Crossb.
The numerous travels of the adventurer group brought them to the Duchy of Urnst where they where able to help the local ruler: a Ranger more used to the woods than to the courtiers trying to manipulate him. They unmasked some traitors and befriended Karll of Urnst. Obsessed with fighting the humanoids, the Duke of Urnst provides strong military assistance to help Finfolfin in the fight.

@@Test Unit 8 ; Crossbow
The Crossbow units represent some of the human warriors who managed to flee Arepo and join the fight under the leadership of Wilfried.


@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the TERRAIN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@TERRAIN_INDEX
0,			; Desert - Gem vein *
8,			; Plains
3,			; Grassland
1,			; Forest
4,			; Hills
6,			; Mountains
11,			; Tundra - Huge Gems
2,			; Glacier - Rocks
10,			; Swamp
5,			; Jungle - Ruins
7,			; Ocean
24,			; Oasis - Mithril
12,			; Buffalo - Sheeps
3,			; Grassland
18,			; Pheasant - Game
13,			; Coal - Copper
21,			; Gold - Iron
19,			; Game - Gold Mine
23,			; Ivory - Magic Skull
26,			; Peat - Cairn
20,			; Gems - Castle Ruin
14,			; Fish 
25,			; Desert Oil - Adamantite
30,			; Wheat - Corn
3,			; Grassland
27,			; Silk - Timber
31,			; Wine - Small Gems
22,			; Iron - Silver
16,			; Furs - Moonstones
17,			; Musk Ox - Stone Circle
28,			; Spice - Peat
15,			; Fruit - Old Ruins
29,			; Whales - Shipwreck
-2,			; MUST BE HERE! TERMINATOR!

;Terrain Types
@@Desert 0 - Gem vein
Pomarj is rich in gems of all sorts. Most of them are only semi-precious stones, but in a few places incredible veins of priceless stones can be found!

@@Forest 1
Extensive areas of land covered by a thick growth of trees and related ground vegetation are classified as forests. Forests are a valuable source of natural resources, providing wood for paper products, building, and other purposes. 

@@Glacier 2 - Rocks
The plains of Pomarj are littered with big rocks which offer cover but little ressources.

@@Grassland 3
The areas of land between desert regions and forests in temperate and tropical climates usually consist of grasslands. These fertile regions are often cultivated and used as pastures and grazing lands. 

@@Hills 4
These areas, often covered with rich soil and grasses or heavily forested, are rich in resources, making them profitable areas for the mining industry. In areas where the below-ground resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such grapes thrive in these regions, given the proper climate.

@@Jungle 5 - Ruins
When the humanoids invaded Pomarj, they razed most of the settlements on the peninsula. Ruins of all sorts are a frequent sight in the area.

@@Mountains 6
Mountains are areas of high elevation, usually consisting of a chain of rugged peaks and valleys. Although generally poor agricultural regions, mountains are often a source of great mineral wealth, with large deposits of gold and other valuable ores. 

@@Ocean 7
The oceans and seas are home to animals and plants that provide an excellent source of food and easy access to trade.

@@Plains 8
Plains are vast, open tracts of land, similar to grasslands, except that the topsoil is often not as well suited for growing food. The indigenous plants of the plains makes them well suited for grazing. 

@@River 9
Fed by natural springs, snow melt, and small tributary streams, rivers flow from mountains and other upland sources into larger rivers, lakes, and oceans. The land in river valleys is usually very fertile, and well-suited for farming. In addition, the river provides easy and quick access between towns by boat for trade and travel. 

@@Swamp 10
Swamps are wetlands which are largely uninhabitable by humans. Although inhospitable for human life, swamps are teeming with both animal and plant life. 

@@Tundra 11 - Huge Gems
With lots of work, the Gem veins can be exploited to yield Huge gems which can become a tremendous source of trade for Pomarj.

;Special Resources

@@Buffalo 12 - Sheep
The plains of the peninsula, while not rich enough for cattle, provide a perfect environment for sheep. The sheep can provide food and wool to the denizens of the area.

@@Coal 13 - Copper
Pomarj is rich in metal. Notably, many copper mines can provide ressources to the peninsula.

@@Fish 14
Prevailing winds, ocean currents, and deep water trenches can often combine to produce conditions that are optimum for fishing. Fishing can significantly increase the food supply and provide trade goods.

@@Fruit 15 - Old Ruins
When the humanoids invaded Pomarj, they razed most of the settlements of the peninsula. Ruins of all sorts are a frequent sight in the area.

@@Furs 16 - Moonstones
Among the numerous precious stones of Pomarj, the moonstones are the most renowned! If the mines can be found, they could be of great help sustaining the war effort!

@@Musk Ox 17 - Stone Circle
Some stone circles from ancient times remain in deserted areas of the Pomarj. Eldritch ceremonies are rumoured to be held in those places on moonless nights... 

@@Pheasant 18 - Game
Game is plentiful in Pomarj and can provide a much needed source of food and shields!

@@Game (Forest)19 - Gold Mine
Gold has always been one of the most highly valued metals in the world. It is used in the manufacture of jewelry and has been established as the basis for monetary systems. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through mountains which greatly boosts the economy in settlements and cities near the mine.

@@Gems 20 - Castle Ruin
When the humanoids invaded Pomarj, they razed most of the settlements of the peninsula. Ruins of all sorts are a frequent sight in the area.

@@Gold 21 - Iron
Iron has been a valuable commodity since it has replaced bronze as the metal of choice. Deposits of iron and iron ore found in mountains are mined and processed for use in their raw form, and in the production of steel.

@@Iron 22 - Silver
Very valuable silver mines can be found in the central area of Pomarj. Currently worked by slaves and filling the coffers of Turrosh Mak, they could become a rich source of funds for a free Pomarj.

@@Ivory 23 - Magic Skull
Strange creatures are said to be buried under the ground of the peninsula. The skull and bones of such magical monsters are a much sought after commodity for magical research.

@@Oasis 24 - Mithril
The most precious metal of all is rumoured to be present in Pomarj, but nobody has been able to find it yet, and return to civilization with proof!

@@Oil 25 - Adamantite
The strongest metal of all is rumoured to be present in Pomarj, but nobody has been able to find it yet, and return to civilization with proof!

@@Peat 26 - Cairn
In some places ancient cairns can be found; the symbols carved upon their surface have been eroded by the years and can't be deciphered...

@@Silk 27 - Timber
All forests provide valuable ressources, but only in some special areas can the best timber be found, used to make the strongest beams and the highest masts... 

@@Spice 28 - Peat
Some bogs and swamps contain a brown organic material known as peat. Peat is made up of partially-decomposed plant matter, and has a high carbon content. Although dried peat is sometimes compressed and burned as fuel, the most valuable use for peat is as a fertilizer and mulch for farming and gardening. The high mineral content and its ability to retain moisture make peat well-suited to this purpose.

@@Whales 29 - Shipwreck
The treacherous currents and the sharp rocks that mark the coastline have been the doom of many a ship. Shipwrecks are a common sight along the Pomarj coast.

@@Wheat 30- Corn
A few areas provide a perfect soil for corn, thus bringing much needed food to the place.

@@Wine 31- Small Gems
Gemstones are a sought-after commodity. The discovery of a site yielding small gems can lead to an increase in trade in the areas surrounding the dig, as both professional and amateur treasure hunters swarm to the region to seek their fortune.


@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Despotism - Martial Law
5,			; Monarchy - Barony
2,			; Communism - Clan
4,			; Fundamentalism - Theocracy
6,			; Republic
3,			; Democracy - Free City
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
Anarchy represents not so much a government type as the lack of any stable government. Anarchy occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Anarchy, you can rebuild a new government. Anarchy is similar to Despotism, except that the corruption rate is VERY HIGH. However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@@Despotism	- Martial Law
The Martial Law is the type of government in place at the beginning of the conquest. This system reduces the efficiency of production, and so a better form of government needs to be established as soon as possible. 

* Each unit above the city size costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city make one unhappy citizen content.

Martial Law has a high rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Martial Law, Tax/Luxury/Science rates cannot be set higher than 60%.
* Any terrain square that ordinarily produces three or more of any resource (Food, Shields, or Trade) produces one less.
* Because of Martial Law high rate of corruption, it is almost always an inferior form of government. Try to switch to a Baronny as soon as possible.

@@Communism - Clan

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city make two unhappy citizens content.

Under the Clan, state control of the economy eliminates organized crime. Your cities, therefore, experience no corruption.

* Under the Clan, Tax/Luxury/Science rates cannot be set higher than 80%. 

* The Clan is best for large, far-flung empires that need to maintain a large military.

@@Democracy - Free City

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes two citizens in its home city to become unhappy.

Free City experiences no corruption or waste.

* Tax/Luxury/Science rates can be set to any level desired.
* Under a Free City, each square that ordinarily produces at least one unit of Trade produces an extra unit of Trade.
* The units and settlements of a Free City are immune to bribery in any form.
* Your senate may force a peaceful solution in a conflict.

* Free City can produce spectacular amounts of revenue and scientific research. However, because of the severe happiness restrictions on military units, this form of government tends to be viable only for large, advanced civilizations.
* Increasing your Luxury rate and building Improvements and Wonders can help alleviate unhappiness.

@@Fundamentalism - Theocracy

* Each unit beyond the tenth unit costs one Shield per turn (except Orc Raiders, which never require maintenance).
* Settlers eat two Food per turn.

Under Theocracy, no citizen is ever unhappy!

Theocracy has a very low rate of corruption.

* Under Theocracy, Tax/Luxury/Science rates cannot be set higher than 80%.
* Under Theocracy, all Science production is HALVED.
* Improvements that normally convert unhappy citizens to content citizens produce "tithes" (money) equivalent to the number of people they would normally convert, and require no maintenance.

* Theocracy eliminates all happiness problems and provides excellent revenue, although research tends to languish.

@@Monarchy - Barony
Barony is the form of government Fingolfin can choose once a good beachhead has been established on the peninsula! The aristocrats under this system of government have some economic freedom, allowing the civilization to be more productive. 

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units make one unhappy citizen content.

Barony has a moderate rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Barony, Tax/Luxury/Science rates cannot be set higher than 70%.

* Barony is an excellent form of government for a young civilization.

@@Republic
A Republic is an assembly of autonomous city-states under the control of a central government. Although the central government has the ultimate say in matters that affect the society as a whole, the city-states are given a certain amount of latitude in the governing of local affairs. Decisions are made by the ruler, but are subject to review by a group of officials known as the Senate.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit beyond the first unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes one citizen in its home city to become unhappy.

Republics experience a low rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Republic, Tax/Luxury/Science rates cannot be set higher than 80%.
* Your senate may force a peaceful solution in a conflict.

* Switching to a Republic can give an astounding boost to your Science and Luxury revenues, although you will probably be forced to shift some Trade to Luxuries in order to prevent unhappiness.
* Republics make it difficult and expensive to keep a sizable army in the field, but building certain Improvements and Wonders can help to alleviate this problem.

@CONCEPT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the CONCEPT.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;

@@Disband
When a friendly unit becomes obsolete, costs too much to maintain, or causes unhappiness among your population, you might want to eliminate the unit. To eliminate a unit, order it to disband by holding down the shift key and pressing "D", or by selecting "Disband" from the Orders menu. Once disbanded, the unit is permanently removed from the game.

When a unit is disbanded inside a friendly city, half of the unit's production cost in Shields is added to the production of whatever unit, Improvement, or Wonder is currently under production in the city.

@@Fortify
Roman legions on campaign halted their march early enough each evening to build a completely fortified camp for the night. They had learned the value of defensive fortifications when under attack. Where possible, it was the standard practice of most armies to build defensive works of some type whenever expecting an attack. Fortified defenders had their fighting strength multiplied, making it much harder to defeat them.

Ground units can be ordered to fortify by pressing the "F" key, or by selecting "Fortify" from the Orders menu. The defensive value of fortified units is increased by 50 percent.

@@Fortress
Once your civilization has discovered Construction, Settlers and Engineers have the ability to construct fortresses. Fortresses can be utilized to defend city perimeters and to block key points of access from enemy armies. A properly manned fortress can provide an effective defense by doubling the defensive strength of all units stationed within. Unlike normal combat, units stacked within a fortress defend and are destroyed one at a time in battle, rather than being destroyed simultaneously. Fortresses themselves do not suffer damage in the attack.

Settlers and Engineers can construct fortresses by pressing the "F" key, or choosing the Build Fortress command from the Orders menu. Units within a fortress have their defensive strengths doubled. Under a Republic, units stationed inside fortresses built within three squares of their home city do not cause unhappiness.

@@Irrigation
When the early farmers moved down from the hills into the valleys of the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it suitable for farming.

Irrigation increases Food production in Grasslands, Plains, Deserts, and Hills. Only squares vertically or horizontally adjacent to water (Oceans or Rivers) or another irrigated square can be irrigated. After the discovery of Refrigeration, terrain squares can be double-irrigated to create farmland. Settlers and Engineers can be ordered to irrigate by pressing the "I" key, or by selecting "Build Irrigation" from the Orders menu.

@@Luxuries
The provision of Luxuries for your citizens is indicated by the goblet icons in the Resource Box of the City Display. Each two Luxuries makes one content citizen happy, or one unhappy citizen content. The amount of Luxuries a city produces is mainly determined by the percentage of Trade you have allocated to Luxuries. This can be adjusted using the "Change Tax Rate" command on the Kingdom menu. A city's Luxuries can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.

@@Mining
Early civilizations had little difficulty locating nearly pure deposits of useful metals, such as gold, silver, and copper, lying exposed on the Earth's surface. As time passed, the surface deposits were exhausted, and people began digging into the ground to look for more. Mining and excavation for metals and other valuable materials continues today.

Mining increases the Shield production of Deserts and Mountains by one, and increases the Shield production of Hills by 3. Settlers and Engineers can be ordered to dig mines by pressing the "M" key, or by choosing the "Build Mine" command from the Orders menu.

@@Pillage
The terrain improvements built by other civilizations (irrigation, mines, roads, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain.

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy. A fully developed terrain square (farmland with a railroad, for example) must be pillaged four times in order to remove all improvements.

@@Pollution
Pollution is most commonly caused by the excessive production of Shields in a city; however, it may also be caused by large city populations (after the discovery of the Automobile), nuclear attacks, or the meltdown of a Nuclear Plant. When a city poses a potential pollution problem, skulls on yellow triangles appear in the Information Box of the City Display. The more skulls a city generates, the higher the city's chance of polluting a terrain square within the city radius each turn. When world pollution reaches sufficiently critical levels, there is a chance that global warming can occur.

Pollution can be cleaned up by moving Settlers or Engineers into the polluted square and pressing the "P" key, or choosing the "Clean Up Pollution" command from the Orders menu. Pollution production of cities can be reduced through the construction of certain City Improvements, or by reducing the city's Shield production.

@@Railroads
Railroads revolutionized transportation by providing a relatively cheap and fast method of moving people, raw materials, finished goods, and troops over great distances. Not only did they support and encourage industrial growth by dramatically reducing transport time and costs, they also spurred technological research. Railroads were among the first great industrial corporations.

Railroads can be built by Settlers and Engineers after the discovery of the Railroad. They are constructed by moving onto terrain containing a road, and pressing the "R" key, or by selecting the "Build Railroad" command from the Orders menu. Units moving along a railroad expend no movement points. Railroads increase Shield and Trade production by 50 percent (rounded down).

@@Roads
A network of good quality roads improves travel between cities. Roads were important to ancient civilizations for trade and the movement of troops. As technology grew, roads were improved. Modern, paved roads are passable in almost any type of weather, and can be traversed much more quickly than dirt roads.

Roads can be built by Settlers and Engineers by pressing the "R" key, or by selecting the "Build Road" command from the Orders menu. Roads can be built in any terrain except Oceans; however, they cannot be built in a River square until the discovery of Bridge Building. Units moving along roads expend only one third of a movement point per square, regardless of terrain type. Roads also increase the amount of Trade produced by Deserts, Plains, and Grasslands.

@@Science
The amount of scientific research contributed by a city is indicated by the beaker icons shown in the Resource Chart of the City Display. At the start of each turn, the science output of each city is added to the research project currently in progress, eventually resulting in the discovery of a new Civilization Advance. The more beakers each city produces, the faster new Advances are discovered. The amount of science produced by your civilization is primarily determined by the amount of incoming Trade you have allocated to science. This percentage can be adjusted by selecting the "Change Tax Rate" command on the Kingdom menu.

The science output of individual cities and your civilization as a whole can also be increased by building certain City Improvements and Wonders of the World, or by converting citizens into Scientists.

@@Sentry
Units ordered to go on sentry duty appear as gray silhouettes. These units are removed from the movement queue, and remain on sentry duty until another unit moves into their sight range or until they are manually reactivated. Units on sentry duty inside a city are automatically loaded onto ships (up to the ship's unit carrying capacity) when the ship leaves the city.

Units are placed on sentry duty by pressing the "S" key, or by choosing the "Sentry" option on the Orders menu. Damaged units placed on sentry inside a city become active when they have been completely repaired.

@@Shields
The production of raw materials by your cities is represented by shield icons. Thus, raw materials are commonly referred to as "Shields". The number of Shields produced by each city is displayed in the Resource Chart of the City Display. Shields are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Shield per turn to support the unit. Excess Shields not used to support units are used for the production of City Improvements, Wonders of the World, and new units.

Shield production largely depends on the type of terrain surrounding the city. In most circumstances, Shield production of a city can be increased through the construction of certain Improvements and Wonders. The construction of mines also improves Shield production in certain types of terrain.

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations it may become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of Trade produced by a city. Entertainers increase Luxuries, Tax Men increase Taxes, and Scientists increase Science production.

To create a specialist, click on any production square in the City Map. The production icons disappear from the square, and an Entertainer appears in the Population Roster. To create a Tax Man, click the Entertainer icon once. To create a Scientist, first create a Tax Man, then click the Tax Man icon once. Cities must be size five or larger to support Tax Men and Scientists.

@@Taxes
The Taxes collected by a city are indicated by gold coin icons in the Resource Chart of the City Display. Taxes are used primarily to pay the maintenance cost of City Improvements each turn. Any tax revenues not used for maintenance of Improvements are added to your treasury. The amount of Taxes generated by the city is primarily determined by the amount of incoming Trade you have allocated to Taxes. This can be adjusted by selecting the "Change Tax Rate" option from the Kingdom menu.

Tax revenues can also be increased through the construction of certain City Improvements and Wonders of the World, or by converting citizens into Tax Men.

@@Trade
Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented by double-arrow icons displayed in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Science. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Trade Routes
Trade routes are established by moving a Caravan or Freight unit into a city at least ten squares from the unit's home city. You receive an immediate cash payment on the turn that the route is established. On each ensuing turn, each city receives a Trade bonus for as long as the trade route exists. The farther apart the two cities are, the more valuable the trade route. Trade routes established with cities of a rival civilization tend to be more profitable than those established between friendly cities. Each city may have up to three active trade routes at any time.

When using the Advanced Trade rules, the value of a trade route is also affected by the type of goods traded. When trading a commodity that is demanded by the destination city, the trade route is much more profitable.

@@Veteran Units
During the American Civil War, soldiers who had never been in battle were said to have "seen the elephant" after being under fire for the first time. Afterward, they were considered veterans. History shows that well-trained, veteran soldiers are much more likely to survive a battle than inexperienced troops.

Units have a 50 percent chance of becoming Veterans each time they survive a combat encounter. Cities with a Barracks Improvement automatically produce Veteran units, as do all cities under the influence of the Sun Tzu's War Academy Wonder. The attack and defense factors of Veteran units is increased by 50 percent.

@@Corruption and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Trade and Shields to corruption and waste. Corruption is Trade income that is lost to theft, embezzlement, and other illegal practices. Waste is Shield production that is lost to inefficiency. The farther a city is from your capital, the more corruption and waste it experiences. The amount of corruption and waste is also affected by the system of government you are using.
 
Corruption and waste, if left unchecked, can significantly slow the development of your civilization. Both corruption and waste can be reduced by 50 percent by building a Courthouse in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. Communism and Democracy alleviate this problem altogether.

@@Unhappiness Due to Civ Size
Once you have built a certain number of cities, your citizens start to worry about your ability to effectively govern your civilization. When this occurs, additional unhappy citizens appear in each city.

The number of cities you can build before causing additional unhappiness is based on a number of factors, including game difficulty level and government type. The number of cities is higher for more advanced governments and lower levels of difficulty.

@@Combat Damage
It is now possible for units to be damaged as a result of combat. In each successful attack, a unit inflicts an amount of damage equal to its Firepower rating. The amount of damage a unit can sustain before it is destroyed is determined by multiplying the unit's Hit Point rating by ten.

The approximate amount of damage a unit has sustained can be determined by the length and color of the unit's damage bar (the colored bar at the top of the unit's shield symbol). A green bar indicates that the unit has lost from 0 to 33 percent of its Hit Points, a yellow bar shows that the unit has lost from 34 to 66 percent, and a red bar indicates that it has lost 67 percent or more.

Damage also affects the movement of a unit. The percentage of movement lost is equivalent to the percentage of Hit Points lost. Sea units can never have their movement reduced below two. The movement of air units is not affected by damage.

@@Transforming Terrain
In addition to the changes to Terrain that can be made through irrigation and mining, Engineers are able to transform map squares into a radically different Terrain types by using the "Transform" command on the Orders menu. Terrain transformation is particularly useful if the Terrain surrounding a city doesn't produce sufficient resources.

See the Civilopedia entries for each Terrain type for the results of Engineer transformation.

@@Airbases
After the discovery of Radio, your Settlers and Engineers have the ability to construct Airbases. Airbases act as remote refueling stations for Fighters, Bombers, Stealth Fighters, and Stealth Bombers. Strategically placed Airbases effectively extend the range of these units, allowing them to operate farther from friendly cities and Carriers.

To build an Airbase, chose the "Airbase" command from the Orders menu, or press the "e" key.

@@Airlift
After the discovery of Combined Arms, you have the ability to perform Airlift operations between your cities. Airlifting allows you to move units instantly over great distances. In order to Airlift a unit between two cities, both cities must have an Airport.

To Airlift a unit, move the unit into a city with an Airport and choose "Airlift" from the Orders menu, or press the "l" key. A menu of possible destinations appears. Choose the destination city from the menu, and the unit is instantly transported to that city. The unit becomes available for use on the following turn.

@@City Squares
;Translation Note: This refers to the map squares occupied by cities, not "Town Squares".
The resources utilized by a city are not only generated in the squares surrounding the city: they are also generated by the city square itself. The city square generates all the resources normally produced by the Terrain type on which the city is built. In addition, the Terrain square occupied by the city is improved to the maximum extent possible. The city square automatically contains a road, which is upgraded to a railroad when the Railroad Advance is discovered. The city square is also automatically irrigated or mined, depending on the type of terrain. Finally, if the city is built on Terrain that normally produces no Shields, one Shield is automatically added to the other resources generated in the city square. These enhancements ensure that the city square produces the maximum amount of resources possible.


@This must be here to terminate search!!!

